Books I Sell

2018/05/01

OSR: Class: Summoner 2.0

Jakub Rebelka

Class: Summoner

Starting Equipment: 2 sets of robes, dagger
Starting Skill: See below.

A: +1 SD, +2 Entities, Summoning
B: +1 SD, +1 Entity, Powerful Hold
C: +1 SD, +1 Entity, Soul Vision
D: +1 SD,  Master Summoner

You gain +1 Summoning Die for each Summoner template you possess, to a maximum of 4.

Summoning
There are 99, and only 99, Entities that can be summoned. Each has a name, a description, and a list of abilities. They are sentient, but their minds may work in strange ways. Summon an Entity by rolling your Summoning Dice. Dice return to your pool and can be used again on a 1-3, but are exhausted for the day on a 4-6. On doubles, a Mishap occurs. On triples, a Doom occurs. 

You can only summon an Entity once per day. You can summon an entity for [sum] hours before it vanishes, possibly to serve another master. It takes one round to summon an Entity. You must be able to speak and you cannot be distracted.

You require its true name and a description of the mental acts required to call it to you. Seek ancient scrolls, temples, and cults to find entities to summon. Unlike Wizard spells, the information is does not disappear once it is learned. You can use the same instructional scroll to create an entire cult. However, as only 99 entities exist in Creation, most Summoners guard their knowledge jealously to avoid sharing power. 

Entities are not angels nor demons nor elementals, according to the Summoners. Any similarities are purely coincidental, just as both silver and steel can be polished to the same hue. 

Powerful Hold
Chose one entity you know how to summon. Instead of [sum] hours, the entity is summoned for [sum]x2 hours. Whenever you gain a level, you may change which entity this ability applies to. 

Soul Vision
You can see the souls of living creatures. This allows you to guess the approximate location of invisible creatures. You can also immediately tell if a person is possessed, undead, protected by the Authority, or a spellcaster. The price for this gift is your connection to others. You permanently lose 1d6 Wisdom (as the constant scrutiny of souls warps your mind) or 1d6 Charisma (as you become callous and jaded).

Master Summoner
Roll for 2 additional Entities. Alternatively, name an Entity you already control. For as long as you live, the Entity that you name will always remain with you. If [sum] or [dice] are required, use 2d6. This does not deplete your SD or cause Mishaps. You do not need to roll to summon it.


Mishaps
1. Summon Dice only return to your pool on a 1-2 for the next 24hrs
2. Take 1d6 damage
3. Mute and Blind 1d6 rounds
4. Agony 1d6 rounds
5. Summon has a 1-in-6 chance of vanishing each hour after being summoned
6. Summon is not under your control. Will pursue its own agenda for the duration of the summon. May take on a different form.

Dooms
1. Vanish for 1d6 hours to a strange world of blinding light and geometric shapes made of clay. Perform strange acts under the light of a thousand stars.
2. Vanish for 3d6 hours, as above. Return with 0 HP.
3. Vanish permanently.
Jakub Rebelka

Mechanical Notes on the Summoner

Version 1.0 was more of a Wizard. I've removed Summon Slots. You can summon any entities you know at any time, and as many as you want at any given time, as long as you have the summon dice for it. The dice, and the fact that you can't summon a entity twice in a day, are now the main limiting factors.

Entities are weird tools. They are more difficult to use than wizard spells. Summoners are very fragile. You start with a dagger... but that's really it. You should probably seek wands, extra powers, allies, and cultists, or multi-class into other abilities. 

Who Are You?

Summoners are Outlaws. They might masquerade as fallen wizards, disreputable peddlers, mendicants, pilgrims, and madmen. They could also masquerade as priests, reputable merchants, or rich farmers. Not all cults require blood sacrifices and dark rituals. Some are deeply religious, devoted to protecting Creation. Some merely seek personal power.

Starting Skill:
1. Cultist, 2. Religion, 3. History

CultistBased on the 2 Entities you can summon, describe your cult. Why did you leave? Are there other members? Are they hunting you? Are you hunting them?
Start with a second dagger and 1d10gp.

Religion
Based on the 2 Entities you can summon, describe your religious attitude (and potentially the attitude of your cult). Are you pious? Diabolical? Or is your religion ancient and primordial?
Start with a religious icon worth 1gp.

History
Based on the 2 Entities you can summon, describe you or your cult's effects on history. What significant events did you alter? Did you prevent a war or start one? Assassinate or secretly cure a king?
Start with a book, ink, quill, and a general sense of conspiracy. 

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